Commando. This new Shoot 'Em up on Miniclip is very good. Check it out and let us know what you all think.
thanks
Robsta
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Commando. This new Shoot 'Em up on Miniclip is very good. Check it out and let us know what you all think.
thanks
Robsta
Love it : but who made it ? as a devloper, posting on a devloper board, I'm interested in the devloper point of view ...
I do not seem to be able to find any credit, nor reference to the original devloper ?!? is that a common practice ?
Glad you like it, It was created by Miniclip Game Developers.
ah ! then, I understand the credits :) ...
Very polished, very metal-slugest ...
I would be curious to know if it is art-based, or if you used super-tiles ?
Also, I wasn't aware Miniclip had their own dev studio : is that recent ? is it full time ? or are you building a "sponsored" team for projects ? I would be curious to hear more about your business model
Oh, didn't realize you were releasing it so soon - I've got quite a lot of bug reports, but wasn't going to send them until I'd managed to get through the whole game on Survivor difficulty. I don't suppose you'd still want me to send you what I found?
One fairly major bug, for instance, is that the Keyboard & Mouse Control mode doesn't work on Macs (which is part of the reason why I wasn't able to get through the game very quickly). The developer used Key.isDown(1) as the mouse listener rather than an onMouseDown event.
Miniclip is very silent about their entire business model, that makes me kinda nervous. I prefer the YouTube/Google-style: allthough I'm very anti-capitalistic, I respect those guys for what they did/do and the "open" business structure of their companies. Sorry, totally off-topic, I haven't studied economics and probably no one cares.
Nice game.
Remind me to contact you again soon. I have several games I need developed. You'll understand if I don't pay you right? Seeing as how you're anti-capitalism...Quote:
Originally Posted by walnoot
;-)
I think this game is TOO metal-sluggish : Exactly the same actions, ennemy types...and I'm nearly sure some sounds were ripped from MS.
Original message:
It's VERY slow. Barely playable.
Revised message:
I replayed it again and it was very fast and smooth.
Odd how the Flash player varies like that! (Maybe a Flash ad was running at the same time the first time I tried??)
I ran it in the standalone player, and got about double the framerate. The engine's fast, it's just the browser plugin that's sluggish.
Oh also, the control are not optimized for international playing. It's nearly impossible to play with an AZERTY keyboard :(
Raybeez, (understand you're joking), but a non-capitalistic society doesn't work with me making games for free alone, you have to join me :). Untill then I'll try to make some money with whatever to keep myself and relatives alive.
For the next shooter, I would like to see a remake of the 'real' commando. Including Hubbard's soundtrack.
"For the next shooter, I would like to see a remake of the 'real' commando. Including Hubbard's soundtrack."
That's one of my dream remakes. It'll happen one day.
As to the subject of the thread, thought it played pretty well, nice presentation, excellent sprites. Not a bad thing being like Metal Slug so long as it's done well.
Squize.
Nice game!
Oh that would be sexy! Ever listened to Instant Remedy? They make covers on old c64 songs.Quote:
For the next shooter, I would like to see a remake of the 'real' commando. Including Hubbard's soundtrack.
Edit: You beat me to it Squize :/ I have an habit of reading through all threads before posting.
Never heard them, I'll search on them.Quote:
Originally Posted by Kianis
Here in holland you have the "C64 orchestra", watch their 'commando' on youtube
Nice looking game. One thing that feels really awkward is using mouse aiming but not giving a full range of aiming movement, and having to use the keyboard to turn around.
Even though I dislike all of these recent walk with the keyboard, aim with the mouse heliattack control style games, I'd take that over this bizarre hybrid you have here. Me personally I'd prefer all controls on the keyboard for this range of movement.
Still impressed though, ran smooth for me,
Chris
.
nice game worked well on my computer i dont like the wasd keys tho
Oh man, please, please, please let me be involved in that somehow!Quote:
"For the next shooter, I would like to see a remake of the 'real' commando. Including Hubbard's soundtrack."
In fact, just for the info, one surefire way to get EvilKris on your game dev team is to announce that you're doing a C64 remake.
I'm still blown away by luxregina's Barbarian game.
Actually I'm going to start a thread related to this...
- technics: very nice
it really feels complete- although scenes and graphics change one doesn´t notice the change- very nice done.
The performance is also very good even on this old pIII 700 Mhz machine- nothing to complain about.
- content: a clone in flash quality (meaning you seem to be happy with the level of a clone)
very sad,- you could have added at least some new features or elements. Its also very boring killing endlessly the same soldiers in the same way.
I liked the explosion animation if you created them yourself
control: average
it happend very oft that I accidently moved my mouse out of the flash object (just a little bit) and tried to shoot with strafing but that made my browser jump to a word starting with 'a' or 'd' in the rest of the page.
I guess I am not a fan either of the hybrid control and least not with your method
each time i want to move around i need to look for the wasd keys wile if they were arrow keys i could multitask explosions could better like renderhjs said
did the game have sound ?? i forgot to turn my speakers up
Superb game-though I guess you don't need to be told it's a blatant rip. You even copied the sound effects. Still, credit to you guys for the best unofficial port of Metal Slug in Flash. Technically brilliant, and very addictive stuff.
One thing bothering me is why the sh*t controls? You've made the game an aboslute pain in the ass to play. Having to use the mouse to shoot ruins the thing for me. Just have one button to jump, one to shoot, the way it should be.
I have to disagree there. This one is near-perfect: http://www.mofunzone.com/online_game...ug_flash.shtmlQuote:
Originally Posted by EvilKris
Squize: Remaking Commando in Flash has been on my "long" list of projects to make (by "long" list, I'm referring to all those ideas I know I'll never get around to ;-D ) Go for it man! Use the original coin-op graphics though, and then throw in Hubbard's excellent C64 tunez. ;-)
Yes, this one is awesome indeed...Quote:
Originally Posted by Ray Beez
i still wasn't able to play that commando game, miniclip seems to be down since several hours now (or is it just me?)
EDIT: ah, working again
EDIT 2: wow, the sounds used are the ones of the real metal slugs
I just replayed it again and this time it was fast and smooth. Weird!
Great job guys.
yeah, it looks real nice. I would like the player to face the direction of the mouse though
yeah, definitely agree about the great game.....nice work on all fronts, especially graphics :)
I do agree w/ some about the crappy controls.....what's w/ the mouse control??...makes it rather hard to play, then if the controls were all bottons...
wow thats a nice game as wellQuote:
Originally Posted by Ray Beez
regarding the art i like it a lot though as with the sound fx its so copied from metal slug i wonder mc lets that fly. Same goes for gameplay,its a well made metal slug clone but doesn´t add anything new to the table gameplaywise but instead (as with most clones of course) it doesn´t have all the features that made the original great so it feels lacking.
I especially dislike the controls,as the others said its weird you have mouse control but can´t aim freely,you should really either have had mouse aim (and then free aim) or cursor key aim (and restricted to few angles as now).
Overall i always like it a lot to see a well done flash game and this surely is one (besides one flaw: at one point the scrolling stopped,lots of enemies came in,i killed all and still nothing happened and the game didn´t go on anymore,that was in the ship levels area) but yup,i´d have liked it much more if you added unqiue graphics and gameplay elements instead of making a pure clone.
Wow. I take it back, that Chinese one plays much better.
Hi All,Quote:
Originally Posted by fil_razorback
You can change the control keys in the options menu to whatever you like.
Maybe this will be better for some of you...
thanks
Robsta
cool Nice work the arrow keys are better for people who dont know were the keys like wasd its easyer with the arrow keys .
The enemys bombs should kill you faster i jumped into about 5 bombs at the same time and it took of as much as 1 bomb and the bombs should take of more damage to the health.
Strange how the FK Games board has gone down from good structured game reviews to short unusefull, mostly offtopic, junk. Another FK Games feature lost imo.
Rob,
I liked the games graphics and sounds a lot, even though some of it is stolen or copied (can't say I'd have known that myself though). But the gameplay is missing a lot imo. Especialy the aiming system kind off killed the fun for me. Like others already said, it's quite confusing that you have to aim up/down with the mouse, but that you have to use your keyboard to switch between left/right.
The game could be qualified as good (it realy is). But I think that, if you think about the game is coming from 'the' Miniclip Game Developers, the game should've been a lot better on a lot of fronts.
~Sph
I'm not sure I realy get this. Why would they not be silent about it? I don't see why everyone should get to know their 'business model' (or any others aswell, not just talking about Miniclip here), it will only be used against them. Or am I missing something here?Quote:
Miniclip is very silent about their entire business model, that makes me kinda nervous.
love it, great game.
Hmmm, well ofcourse they have to know for themselves, not every company has to throw out all the numbers they got. But, speaking for myself, as a consumer, I always like to know what's going on behind a company when I choose to use their product. To make myself clear, I don't think there is something wrong with miniclip, but I could love them even more if I know what these guys are doing. What are their goals in the world of gaming?, and is their still any passion in such a big company?, are there any non-profit-services under the surface they offer just and alone to make the gamingworld happy? I mean: miniclip doesn't have a face to me, they always surround themselves in some sort of fog, and I think that's a pity. Now and then I start to think they are only in it for the money, they only send us the best quality of games, is that the trick? or is it pure gamer's love?
Ok, maybe I'll first have to write them a letter before I speak my opinion out loud.
You raise good points, Saphua - and one of them, at least, deserve explanations
Since I was the one asking for the business model, I ought to clarify my thoughts : of course I do not expect any hard numbers. Though, as I stated it also, I am on a game dev forum - I'm not on a fanboy forum - it seems natural to me that FK IS the place to ask someone why, how they are making a game.
When someone comes here to show a game, it is usually the Dev of the product, and you are usually lucky enough to be able to ask whatever you are wondering... It can be technicaly, but, of course, it can be much more than that
Now, given the position of Miniclip on the Flash game market, it would be a great input to us devlopper to have their view on the market - sincerely, I was unaware they had a dev team, which must be a hard investment - and I'm curious about it.
Any thread in this section of the forum is open to questions the same way : the fact that it is started by Miniclip shouldn't make a difference : if they choose to post their game on a development forum, they should expect devloper questions : how they think the market is, what was their organisation for the game, what construction tricks they used are part of them : I am still waiting for an answer to any of those.
We aren't an advertising forum, nor are we on a beta testers forum : when I come here, I expect a discussion about making games, not just about playing them.
\me fully agrees with luxregina,
- and because it was posted in this game category they/ he got aswell critiques from other developers- not just comments.
It´d be nice to hear more about the background on the game,- maybe there is some concept art done,- or there were some initial goals from the developers but changed it during the development- it would be really nice to hear about such things- no need to talk about numbers.
yeah,render and lux are right,this is a dev board,such talk is perfectly fine and welcome.
Yeah,we had some drifting offtopic threads recently but asking the developer on the dev process,how he works etc are parts of what makes up this forum.
I wasn't actualy referring to the 'how's your model' posts, sorry if I offended anyone. I was more talking about fkg in general.
Hey :) I don't think you got anyone offended - now, I agree with a lot of your points about the way FK can have evolved over time.
let's see how this thread evolves : will it be about devs sharing valuable informations with the community in a nice dev-to-dev dialogue, which could end up being a very interesting discussion and is the purpose of that board...